• Title/Summary/Keyword: 방문자 경험

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Comparative Analysis of Opinions about Practicing Works among Farm, Consultant, and Consulting Company in Consulting Field of Fruits and Vegetables (과채류 컨설팅에 대한 농가, 컨설턴트 및 컨설팅업체 간 견해 비교 분석)

  • Kim, Ho-Cheol;Choi, Jun-Hyuk;Jung, Sek-Gi;Lee, Yong-Beom;Bae, Hyang-Jong
    • Journal of Bio-Environment Control
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    • v.18 no.3
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    • pp.266-272
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    • 2009
  • This study was conducted survey on fruit and vegetables farms (FM), consulting companies (CC), and the consultants (CT) to investigation actual conditions and improvements in consulting part of horticulture. In results of survey on FM, FM chose 'necessity' on consulting for learning of production skill and 'field visit' in means of consulting. FM had a low trust on experience and knowledge of CT and answered that FM had not enough time for consulting by reason of over-work of CT, chose 'necessity' on crop registration system. In results of common questions among FM, CC, and CT, same answer of questions were term of contract (answer: yearly contract), means of consulting (answer: visit), consulting time per a visit (answer: $2{\sim}3$hours). Different answer between supplier (CC, CT) and consumer of consulting were decision method of contract price (answer: provisional contract$\neq$contents and the quality of consulting), percentage of government subsidy (answer: propriety$\neq$step-up).

A Study for Sustainable Development of Rural Tourism through Comparisn between Visitors and Potential Visitors (농촌관광 방문경험자와 잠재방문자의 비교분석을 통한 지속가능한 농촌관광개발 전략에 관한 연구)

  • Yang, Yong-Seok;Kim, Sun-Joo;Kim, Phil-Shik;Jee, Yong-Geun
    • Journal of The Korean Society of Agricultural Engineers
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    • v.48 no.3
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    • pp.49-59
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    • 2006
  • The purpose of this study is to provide basic materials for working out differentiated marketing strategies appropriate to the visitors and potential visitors of rural tourism for the sustainable development of rural tourism. The study was conducted through a questionnaire survey fur 500 adults aged 18-year-old or older residing in downtown Seoul, and the characteristics of the visitors and potential visitors of the rural tour were analyzed through frequency analysis and logistic analysis. The analysis results are summarized as follow. In many cases, they obtained information on the rural tourism chiefly through mass media and decided their participation after listening to the stories of nearby people or visitors. The survey showed that the estimated necessary expenses of the potential visitors were more than actual ones of the visitors. It was analyzed that the reception attitude of residents was a factor to have the most significant effect on the participation of rural tourism, while necessary budget for potential visitors.

Fuzzy Q-learning using Distributed Eligibility (분포 기여도를 이용한 퍼지 Q-learning)

  • 정석일;이연정
    • Journal of the Korean Institute of Intelligent Systems
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    • v.11 no.5
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    • pp.388-394
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    • 2001
  • Reinforcement learning is a kind of unsupervised learning methods that an agent control rules from experiences acquired by interactions with environment. The eligibility is used to resolve the credit-assignment problem which is one of important problems in reinforcement learning, Conventional eligibilities such as the accumulating eligibility and the replacing eligibility are ineffective in use of rewards acquired in learning process, since on1y one executed action for a visited state is learned. In this paper, we propose a new eligibility, called the distributed eligibility, with which not only an executed action but also neighboring actions in a visited state are to be learned. The fuzzy Q-learning algorithm using the proposed eligibility is applied to a cart-pole balancing problem, which shows the superiority of the proposed method to conventional methods in terms of learning speed.

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Study on The Virtual Reality 3D Web Interface Technology (3D Web 기술과 인터페이스 구현을 위한 연구)

  • Choi, Sung;Choi, In-Sung
    • Proceedings of the KAIS Fall Conference
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    • 2006.05a
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    • pp.513-516
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    • 2006
  • 인터넷의 발달로 인터넷 사용자는 기하급수적으로 증가하게 되었으며, 인터넷을 기반으로 하는 수많은 응용프로그램들이 개발되고 있다. 인터넷상에는 수많은 사이트(site)들이 존재하며 방문자들의 주목을 받기 위하여 여러 가지 기법을 선보이고 있다. 그러나 컴퓨터상의 정적인 2차원 평면하에서는 현실감 및 입체감을 경험하는 것이 한계가 있다. 따라서 플래시(flash)와 같은 플러그인(plug-in) 및 동영상을 도입하여 동적인 컨텐츠를 제공하는 사례가 늘고 있으며 한편으로 최근 가상현실(Virtual Reality) 기법을 이용한 사이트들이 점차 증가하고 있는 추세이다. 가상현실은 컴퓨터가 제공하는 3차원의 컴퓨터 그래픽 기술을 이용하여 사용자와 온라인으로 상호대화를 하는 기법이라고 간단히 정의할 수 있다[2,3]. 가상현실을 이용하여 3차원 실시간 구현 기술을 웹에 적용시킴으로서 3차원 공간에서 현실감을 느낄 수 있게 함과 동시에 입체적인 정보를 사용자에게 제공할 수 있게 하는 기법들이 속속 선보이게 되었다. 현재 다양한 인터넷 기반 3차원 가상 현실 기술이 각각 서로 다른 기술 및 특징들을 가지고 나와 있다. 3차원 가상 공간을 구현한다. 선택한 물체에 사진 이미지기반 방식과 3차원 모델링 방식을 모두 적용하여 보다 현실감 있고 모든 방향으로의 접근이 가능하도록 하며. 또한 3차원 사운드 및 동영상도 함께 제공하며 가상 공간과 인간의 실질적 교감을 현실화 시키는 인터페이스를 제시하는 데에 연구의 목적이 있다.

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Factors Influencing the Reuse Intention of Social Commerce Foodservice Product - Perceived Risk and Price Consciousness - (소셜커머스 외식상품 재이용의도의 영향요인 - 지각된 위험과 가격의식성을 중심으로 -)

  • Jeon, Hyeon-Mo;Kwon, Na-Kyung
    • Culinary science and hospitality research
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    • v.22 no.4
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    • pp.114-127
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    • 2016
  • The study, focused on social commerce food service consumers, attempted to test the relationship between perceived risk and price consciousness, and suggested that perceived risk and price consciousness, the the degree to which price is considered when purchasing goods, affect reuse intention. Through such test results, the study aimed to provide useful practical implications for establishing marketing strategies of companies related to food service social commerce, and those looking into behavioral intentions of social commerce using food service consumers. The subjects of the study were male and female residents of Korea over 2-years of age who have had some experience purchasing a dining out item through social commerce. The social commerce company selected for sampling was Coupang, which was the number 1 shopping App in 2014 based on the number of yearly visitors. A questionnaire-based survey was conducted on respondents who had indicated that they had experience purchasing foodservice goods through Coupang. The results revealed that source risk, privacy risk, psychological risk, and time-loss risk had negative influences on reuse intention. However, social risk and financial risk did not exhibit any influences. Price consciousness had positive influences on reuse intention. The study explored perceived risk and price consciousness as elements to affect continuous use of social commerce of foodservice consumers.

Determinants affecting Performance Differences of Korean SME's Subsidiaries in Vietnam (베트남 진출 한국 중소기업의 투자성과 차이를 가져오는 경영관리역량에 대한 사례연구)

  • Han, Jung Wha;Yoon, Dong Jin
    • International Area Studies Review
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    • v.16 no.1
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    • pp.197-220
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    • 2012
  • This study is to understand those determinants of performance differences of Korean small and medium firm's subsidiaries in Vietnam based on the resource based view. We have visited 21 Korean SME's subsidiaries in Hochiminh city area in Vietnam and interviewed CEO of those subsidiaries for 1-2 hours to make each case. Based on case content analysis, we can get those results that eight management capabilities such as securing competent local managers, clear and smooth communication with local employees, establishing good labor-management relations, raising the rate of factory operation and subcontracting, firm specific quality control system, timely financing, establishing good relationships with local communities, and fostering friendly relations with local public officers are major determinants of performance differences. Also we can know that various factors including local experiences in Vietnam have influenced those management capabilities. To be a high performer in Vietnam, foreign subsidiaries of Korean SMEs have to build and develop major management capabilities continuously.

Market versus non-market normative replies: Why are non-market normative replies more influential? (시장 대 비시장규범 댓글: 왜 비시장규범 댓글이 더 영향력 있는가?)

  • Lee, Guk-Hee
    • Journal of the HCI Society of Korea
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    • v.13 no.3
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    • pp.55-63
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    • 2018
  • Most people today search for information on the Internet about the goods or services they want to purchase and then assess the replies posted by other people who have experience with those goods or services. These replies serve as an important reference point that can affect purchase decisions. Replies are divided broadly into two types: first, market normative replies about whether a person experiences satisfaction with (or more than) the price paid for goods or services (positive) or not (negative); and the second is non-market normative replies about whether the goods or service provider morally deserves the profits gained from providing them (positive) or not (negative). Previous studies on replies have focused on market normative replies (whether the food is delicious), and there have only been some studies on the effect of non-market normative replies (the owner is morally good). This research was undertaken to re-examine the effect of market normative replies identified by previous studies in a restaurant visit intention evaluation (Experiment 1), to examine the effect of non-market normative replies not investigated in previous studies (Experiment 2), and to compare the effect of market normative replies and non-market normative replies (the meta-analysis) In conclusion, restaurant visit intention was stronger when market normative replies were positive (delicious) than when they were negative (not delicious) (Experiment 1). Furthermore, restaurant visit intention was stronger when non-market normative replies were positive (the owner is moral) than when they were negative (the owner is immoral) (Experiment 2). On the other hand, it was found that restaurant visit intention was stronger when non-market normative replies were positive than when market normative replies were positive, and restaurant visit intention was weaker when non-market normative replies were negative than when market normative replies were negative. This implies that people are more likely to be affected by non-market normative replies than market normative replies. In addition, this study suggested that the mood changed more before and after checking non-market normative replies than before and after checking market normative replies, and due to this difference, people could be affected more by non-market normative replies than market normative replies.

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The Effect of Brainwave Traing on Students' Acadamic Achievement and Ability of Resisting Stress - for the Primary Student - (뇌파 조절 훈련을 통한 스트레스저항능력이 학업성취도에 미치는 영향 연구 - 초등학생을 대상으로 -)

  • Ahn, Sang-Kyun;Bak, Ki-Ja
    • Proceedings of the KAIS Fall Conference
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    • 2009.12a
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    • pp.554-557
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    • 2009
  • 본 연구는 2008년 7월부터 2008년 12월까지 I시 P뇌훈련센타에 정서적 성향이나 학습능력 향상을 위하여 방문한 내담자 48명(실험군 24명, 대조군 24명)의 뇌파를 검사하여 뇌파 조절 훈련 전과 훈련 후의 스트레스저항능력의 변화와 스트레스저항능력이 학업성취도에 미치는 영향을 보고자 하였다. 훈련 전과 후의 스트레스저항능력의 비교는 뇌기능 분석을 통하여 비교하였으며, 학업성취도의 변화를 보기 위하여 5점 척도 설문지를 이용하였다. 연구의 결과로 뇌파 조절 훈련을 적용한 실험군에서 항스트레스지수와 학업성취도에서 유의미한 차이를 보였다. 이는 뇌파 조절 훈련이 초등학생들의 스트레스저항능력을 높여 주었으며 이결과가 학업성취도에 긍정적인 영향을 미쳤다고 본다. 따라서 본 연구 결과는 뇌기능 변화가 학생들의 육체적, 정신적 스트레스나 저항능력 등의 객관적 지표로서 활용될 수 있는 가능성을 제시한 점에서 의의가 있으며, 이에 대한 경험적 증거의 축적을 위한 후속연구가 필요하다고 본다.

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A study on the problem analysis and implementing strategy for the CIM of small and medium size manufacturing companies in Korea (한국형 CIM을 위한 중소기업의 추진 문제분석 및 대응전략)

  • 이동길;이순요;이석주
    • Proceedings of the Korean Operations and Management Science Society Conference
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    • 1994.04a
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    • pp.479-485
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    • 1994
  • 개방화 시대를 맞이하여 국내 중소기업에서도 국제경쟁력 강화를 위해 CIM 추진은 필연적인 과제이다. 그러나 정보와 물류가 일치되는 통합시스템의 구 축은 기업내의 사람(Humanware:HM/W)과 업무(S/W) 그리고 설비(H/W)에 대한 단순화, 자동화, 통합화를 실현해야 하나, CIM에 대한 지식과 전문인력 이 부족한 중소기업 입장에서는 CIM추진시 발생되는 일반적인 장애요인과 HM/W, S/W, H/W측면에서의 기술적 문제점으로 인해, 성공적인 CIM구축 이 어렵게 된다. 따라서 본 연구에서는 국내 중소기업을 방문하여 분석한 자 료와 경험을 기초로 CIM추진상의 장애요인과 기술적 문제점에 대한 분석을 통해, 한국적 특성과 기업풍토를 고려한 국내 중소기업에서의 한국적 CIM푸 진 대응전략을 수립하였다.

Study of Korean College Students' Perspectives on Virtual Reality Game Experience (가상현실 게임 경험에 대한 한국 대학생들의 관점연구)

  • Um, Namhyun
    • The Journal of the Korea Contents Association
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    • v.19 no.1
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    • pp.152-162
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    • 2019
  • In Korea there has been scant research on VR games. This work focuses then on college students' perceptions of VR games, factors motivating them to experience VR games, the important features of VR games. This study presents the results of in-depth interview with 10 college students who had recently experienced VR games. VR games, it is found, provide a high level of virtual reality, immersiveness, and controllability. Such attributes may be considered distinctive to mobile, PC, and video games. Gamers' intention to re-experience VR games is influenced by the following important factors: 4D effects in VR games, various VR game contents, freedom in games, unique experience chances, sense of reality, sense of thrill, action-based experiences, and playing in group (multiple player). Study findings also suggest that three important features in VR games known as immersion, engagement, and virtual presence play a pivotal role in influencing positive attitudes toward VR games. Practical implications are also discussed.the help of information technology.